Erem

I've spawned cut-scene characters using an Alice script and would imagine that it is also possible to change the player character to one of these models, but...

The problem is that they appear in the game hideously deformed at the waist, with their upper body leaning to the side at an unnatural 90 degrees. If someone knows how to fix that then it may be possible to play as one, otherwise no (unless you don't mind looking like a mutant!).

est

I've spawned cut-scene characters using an Alice script and would imagine that it is also possible to change the player character to one of these models, but...

The problem is that they appear in the game hideously deformed at the waist, with their upper body leaning to the side at an unnatural 90 degrees. If someone knows how to fix that then it may be possible to play as one, otherwise no (unless you don't mind looking like a mutant!).

Is there a reason that Simple Native Trainer do not support play as cut scene characters?

Erem

Is there a reason that Simple Native Trainer do not support play as cut scene characters?

I would imagine that Sjaak tried it with the cut-scene characters, saw that they were distorted, and decided to leave them out of the trainer... but you'd have to ask him. I'm pretty sure that if it were possible to play as a cut-scene character without the graphical glitches, there'd be an option to do it in his trainer.

telneting

only prob is it doesnt have eflc skins in not from the short look i did anyway, sjack i did mention to you, people might want these cutscenes charachters in no matter how f*cked up they look, i know its asking alot (seen as we can still add them in anyway, and thanks aggain for "naked stubbs" but perhaps you could add ALL of the skins in and put the messed up cutscene ones under a different menu like youv'e done with EFLC, some other guy put it in his GTA IV trainer, and i tend to use his for this reason only because of this.

in trainertlad.ini set any of the F7 modelnumbers to the hash and spawn using CRTL+F7 in game. For TBOGT models using trainertbogt.ini. I will add the CS models to the next version of the trainer, as long as you do realise that they look utterly weird and this cannot be fixed.

in trainertlad.ini set any of the F7 modelnumbers to the hash and spawn using CRTL+F7 in game. For TBOGT models using trainertbogt.ini. I will add the CS models to the next version of the trainer, as long as you do realise that they look utterly weird and this cannot be fixed.

In TBOGT only the cs_bathroom worked. The rest hash either crashed the trainer or the game.

in trainertlad.ini set any of the F7 modelnumbers to the hash and spawn using CRTL+F7 in game. For TBOGT models using trainertbogt.ini. I will add the CS models to the next version of the trainer, as long as you do realise that they look utterly weird and this cannot be fixed.

well the models do look wrong because the models have different bones so they are rigged for cut-scenes like i said before we CANT fix it until a model importer and exporter for 3ds max comes out.

in trainertlad.ini set any of the F7 modelnumbers to the hash and spawn using CRTL+F7 in game. For TBOGT models using trainertbogt.ini. I will add the CS models to the next version of the trainer, as long as you do realise that they look utterly weird and this cannot be fixed.

In TBOGT only the cs_bathroom worked. The rest hash either crashed the trainer or the game.

Make sure you use the correct ini, you cannot spawn TLAD CS models in TBOGT, or TBOGT models in TLAD, or TLAD models in IV.

I am currently adding all the CS models to the trainer, full support, including being used as bodyguards.

in trainertlad.ini set any of the F7 modelnumbers to the hash and spawn using CRTL+F7 in game. For TBOGT models using trainertbogt.ini. I will add the CS models to the next version of the trainer, as long as you do realise that they look utterly weird and this cannot be fixed.

well the models do look wrong because the models have different bones so they are rigged for cut-scenes like i said before we CANT fix it until a model importer and exporter for 3ds max comes out.

the bones are definitely wrong, but when they got hit by a car they wen turned to normal. The physics system is awesome.

ntngear

Random suggestion. Is it possible to create and import new animations? Because if so, couldn't you create new idle and walking animations specifically for the CS characters, import them in, and then switch to them using the Simple Native Trainer's animation options when needed?

quechus13

Random suggestion. Is it possible to create and import new animations? Because if so, couldn't you create new idle and walking animations specifically for the CS characters, import them in, and then switch to them using the Simple Native Trainer's animation options when needed?

impossible.

theres no tools for this yet and again this is not San Andreas, IV its not fully moddable yet

tonkratos

I've spawned cut-scene characters using an Alice script and would imagine that it is also possible to change the player character to one of these models, but...

The problem is that they appear in the game hideously deformed at the waist, with their upper body leaning to the side at an unnatural 90 degrees. If someone knows how to fix that then it may be possible to play as one, otherwise no (unless you don't mind looking like a mutant!).

Hey guys, I know how to reverse that model the twisting torso in half to 90 degrees, simply open the componentpeds.img file with SparkIV and take the. wff file the respective model (this being the frag file) and replace it in the file cutsprops.img renaming the respective model.

example: in the file componentpeds.img take ig_jhonnythebiker.wft file and export it in a some place, then in take it the other file named cutsprops.img and take the already mentioned file "ig_jhonnythebiker.wft" and rename to "cs_jhonnythebiker.wtf" and import it in the custprops.img, rebuild it the file, and save and its all ....